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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/botlib/be_ea.c
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/botlib/be_ea.c')
-rwxr-xr-xcode/botlib/be_ea.c1016
1 files changed, 508 insertions, 508 deletions
diff --git a/code/botlib/be_ea.c b/code/botlib/be_ea.c
index 2c57099..5c0dd6c 100755
--- a/code/botlib/be_ea.c
+++ b/code/botlib/be_ea.c
@@ -1,508 +1,508 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-/*****************************************************************************
- * name: be_ea.c
- *
- * desc: elementary actions
- *
- * $Archive: /MissionPack/code/botlib/be_ea.c $
- *
- *****************************************************************************/
-
-#include "../game/q_shared.h"
-#include "l_memory.h"
-#include "l_script.h"
-#include "l_precomp.h"
-#include "l_struct.h"
-#include "../game/botlib.h"
-#include "be_interface.h"
-
-#define MAX_USERMOVE 400
-#define MAX_COMMANDARGUMENTS 10
-#define ACTION_JUMPEDLASTFRAME 128
-
-bot_input_t *botinputs;
-
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Say(int client, char *str)
-{
- botimport.BotClientCommand(client, va("say %s", str) );
-} //end of the function EA_Say
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_SayTeam(int client, char *str)
-{
- botimport.BotClientCommand(client, va("say_team %s", str));
-} //end of the function EA_SayTeam
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Tell(int client, int clientto, char *str)
-{
- botimport.BotClientCommand(client, va("tell %d, %s", clientto, str));
-} //end of the function EA_SayTeam
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_UseItem(int client, char *it)
-{
- botimport.BotClientCommand(client, va("use %s", it));
-} //end of the function EA_UseItem
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_DropItem(int client, char *it)
-{
- botimport.BotClientCommand(client, va("drop %s", it));
-} //end of the function EA_DropItem
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_UseInv(int client, char *inv)
-{
- botimport.BotClientCommand(client, va("invuse %s", inv));
-} //end of the function EA_UseInv
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_DropInv(int client, char *inv)
-{
- botimport.BotClientCommand(client, va("invdrop %s", inv));
-} //end of the function EA_DropInv
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Gesture(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_GESTURE;
-} //end of the function EA_Gesture
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Command(int client, char *command)
-{
- botimport.BotClientCommand(client, command);
-} //end of the function EA_Command
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_SelectWeapon(int client, int weapon)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->weapon = weapon;
-} //end of the function EA_SelectWeapon
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Attack(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_ATTACK;
-} //end of the function EA_Attack
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Talk(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_TALK;
-} //end of the function EA_Talk
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Use(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_USE;
-} //end of the function EA_Use
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Respawn(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_RESPAWN;
-} //end of the function EA_Respawn
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Jump(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- if (bi->actionflags & ACTION_JUMPEDLASTFRAME)
- {
- bi->actionflags &= ~ACTION_JUMP;
- } //end if
- else
- {
- bi->actionflags |= ACTION_JUMP;
- } //end if
-} //end of the function EA_Jump
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_DelayedJump(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- if (bi->actionflags & ACTION_JUMPEDLASTFRAME)
- {
- bi->actionflags &= ~ACTION_DELAYEDJUMP;
- } //end if
- else
- {
- bi->actionflags |= ACTION_DELAYEDJUMP;
- } //end if
-} //end of the function EA_DelayedJump
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Crouch(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_CROUCH;
-} //end of the function EA_Crouch
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Walk(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_WALK;
-} //end of the function EA_Walk
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Action(int client, int action)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= action;
-} //end of function EA_Action
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_MoveUp(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_MOVEUP;
-} //end of the function EA_MoveUp
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_MoveDown(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_MOVEDOWN;
-} //end of the function EA_MoveDown
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_MoveForward(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_MOVEFORWARD;
-} //end of the function EA_MoveForward
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_MoveBack(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_MOVEBACK;
-} //end of the function EA_MoveBack
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_MoveLeft(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_MOVELEFT;
-} //end of the function EA_MoveLeft
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_MoveRight(int client)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- bi->actionflags |= ACTION_MOVERIGHT;
-} //end of the function EA_MoveRight
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Move(int client, vec3_t dir, float speed)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- VectorCopy(dir, bi->dir);
- //cap speed
- if (speed > MAX_USERMOVE) speed = MAX_USERMOVE;
- else if (speed < -MAX_USERMOVE) speed = -MAX_USERMOVE;
- bi->speed = speed;
-} //end of the function EA_Move
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_View(int client, vec3_t viewangles)
-{
- bot_input_t *bi;
-
- bi = &botinputs[client];
-
- VectorCopy(viewangles, bi->viewangles);
-} //end of the function EA_View
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_EndRegular(int client, float thinktime)
-{
-/*
- bot_input_t *bi;
- int jumped = qfalse;
-
- bi = &botinputs[client];
-
- bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
-
- bi->thinktime = thinktime;
- botimport.BotInput(client, bi);
-
- bi->thinktime = 0;
- VectorClear(bi->dir);
- bi->speed = 0;
- jumped = bi->actionflags & ACTION_JUMP;
- bi->actionflags = 0;
- if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
-*/
-} //end of the function EA_EndRegular
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_GetInput(int client, float thinktime, bot_input_t *input)
-{
- bot_input_t *bi;
-// int jumped = qfalse;
-
- bi = &botinputs[client];
-
-// bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
-
- bi->thinktime = thinktime;
- Com_Memcpy(input, bi, sizeof(bot_input_t));
-
- /*
- bi->thinktime = 0;
- VectorClear(bi->dir);
- bi->speed = 0;
- jumped = bi->actionflags & ACTION_JUMP;
- bi->actionflags = 0;
- if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
- */
-} //end of the function EA_GetInput
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_ResetInput(int client)
-{
- bot_input_t *bi;
- int jumped = qfalse;
-
- bi = &botinputs[client];
- bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
-
- bi->thinktime = 0;
- VectorClear(bi->dir);
- bi->speed = 0;
- jumped = bi->actionflags & ACTION_JUMP;
- bi->actionflags = 0;
- if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
-} //end of the function EA_ResetInput
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-int EA_Setup(void)
-{
- //initialize the bot inputs
- botinputs = (bot_input_t *) GetClearedHunkMemory(
- botlibglobals.maxclients * sizeof(bot_input_t));
- return BLERR_NOERROR;
-} //end of the function EA_Setup
-//===========================================================================
-//
-// Parameter: -
-// Returns: -
-// Changes Globals: -
-//===========================================================================
-void EA_Shutdown(void)
-{
- FreeMemory(botinputs);
- botinputs = NULL;
-} //end of the function EA_Shutdown
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+/*****************************************************************************
+ * name: be_ea.c
+ *
+ * desc: elementary actions
+ *
+ * $Archive: /MissionPack/code/botlib/be_ea.c $
+ *
+ *****************************************************************************/
+
+#include "../game/q_shared.h"
+#include "l_memory.h"
+#include "l_script.h"
+#include "l_precomp.h"
+#include "l_struct.h"
+#include "../game/botlib.h"
+#include "be_interface.h"
+
+#define MAX_USERMOVE 400
+#define MAX_COMMANDARGUMENTS 10
+#define ACTION_JUMPEDLASTFRAME 128
+
+bot_input_t *botinputs;
+
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Say(int client, char *str)
+{
+ botimport.BotClientCommand(client, va("say %s", str) );
+} //end of the function EA_Say
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_SayTeam(int client, char *str)
+{
+ botimport.BotClientCommand(client, va("say_team %s", str));
+} //end of the function EA_SayTeam
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Tell(int client, int clientto, char *str)
+{
+ botimport.BotClientCommand(client, va("tell %d, %s", clientto, str));
+} //end of the function EA_SayTeam
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_UseItem(int client, char *it)
+{
+ botimport.BotClientCommand(client, va("use %s", it));
+} //end of the function EA_UseItem
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_DropItem(int client, char *it)
+{
+ botimport.BotClientCommand(client, va("drop %s", it));
+} //end of the function EA_DropItem
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_UseInv(int client, char *inv)
+{
+ botimport.BotClientCommand(client, va("invuse %s", inv));
+} //end of the function EA_UseInv
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_DropInv(int client, char *inv)
+{
+ botimport.BotClientCommand(client, va("invdrop %s", inv));
+} //end of the function EA_DropInv
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Gesture(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_GESTURE;
+} //end of the function EA_Gesture
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Command(int client, char *command)
+{
+ botimport.BotClientCommand(client, command);
+} //end of the function EA_Command
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_SelectWeapon(int client, int weapon)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->weapon = weapon;
+} //end of the function EA_SelectWeapon
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Attack(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_ATTACK;
+} //end of the function EA_Attack
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Talk(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_TALK;
+} //end of the function EA_Talk
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Use(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_USE;
+} //end of the function EA_Use
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Respawn(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_RESPAWN;
+} //end of the function EA_Respawn
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Jump(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ if (bi->actionflags & ACTION_JUMPEDLASTFRAME)
+ {
+ bi->actionflags &= ~ACTION_JUMP;
+ } //end if
+ else
+ {
+ bi->actionflags |= ACTION_JUMP;
+ } //end if
+} //end of the function EA_Jump
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_DelayedJump(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ if (bi->actionflags & ACTION_JUMPEDLASTFRAME)
+ {
+ bi->actionflags &= ~ACTION_DELAYEDJUMP;
+ } //end if
+ else
+ {
+ bi->actionflags |= ACTION_DELAYEDJUMP;
+ } //end if
+} //end of the function EA_DelayedJump
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Crouch(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_CROUCH;
+} //end of the function EA_Crouch
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Walk(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_WALK;
+} //end of the function EA_Walk
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Action(int client, int action)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= action;
+} //end of function EA_Action
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_MoveUp(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_MOVEUP;
+} //end of the function EA_MoveUp
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_MoveDown(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_MOVEDOWN;
+} //end of the function EA_MoveDown
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_MoveForward(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_MOVEFORWARD;
+} //end of the function EA_MoveForward
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_MoveBack(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_MOVEBACK;
+} //end of the function EA_MoveBack
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_MoveLeft(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_MOVELEFT;
+} //end of the function EA_MoveLeft
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_MoveRight(int client)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ bi->actionflags |= ACTION_MOVERIGHT;
+} //end of the function EA_MoveRight
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Move(int client, vec3_t dir, float speed)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ VectorCopy(dir, bi->dir);
+ //cap speed
+ if (speed > MAX_USERMOVE) speed = MAX_USERMOVE;
+ else if (speed < -MAX_USERMOVE) speed = -MAX_USERMOVE;
+ bi->speed = speed;
+} //end of the function EA_Move
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_View(int client, vec3_t viewangles)
+{
+ bot_input_t *bi;
+
+ bi = &botinputs[client];
+
+ VectorCopy(viewangles, bi->viewangles);
+} //end of the function EA_View
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_EndRegular(int client, float thinktime)
+{
+/*
+ bot_input_t *bi;
+ int jumped = qfalse;
+
+ bi = &botinputs[client];
+
+ bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
+
+ bi->thinktime = thinktime;
+ botimport.BotInput(client, bi);
+
+ bi->thinktime = 0;
+ VectorClear(bi->dir);
+ bi->speed = 0;
+ jumped = bi->actionflags & ACTION_JUMP;
+ bi->actionflags = 0;
+ if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
+*/
+} //end of the function EA_EndRegular
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_GetInput(int client, float thinktime, bot_input_t *input)
+{
+ bot_input_t *bi;
+// int jumped = qfalse;
+
+ bi = &botinputs[client];
+
+// bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
+
+ bi->thinktime = thinktime;
+ Com_Memcpy(input, bi, sizeof(bot_input_t));
+
+ /*
+ bi->thinktime = 0;
+ VectorClear(bi->dir);
+ bi->speed = 0;
+ jumped = bi->actionflags & ACTION_JUMP;
+ bi->actionflags = 0;
+ if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
+ */
+} //end of the function EA_GetInput
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_ResetInput(int client)
+{
+ bot_input_t *bi;
+ int jumped = qfalse;
+
+ bi = &botinputs[client];
+ bi->actionflags &= ~ACTION_JUMPEDLASTFRAME;
+
+ bi->thinktime = 0;
+ VectorClear(bi->dir);
+ bi->speed = 0;
+ jumped = bi->actionflags & ACTION_JUMP;
+ bi->actionflags = 0;
+ if (jumped) bi->actionflags |= ACTION_JUMPEDLASTFRAME;
+} //end of the function EA_ResetInput
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+int EA_Setup(void)
+{
+ //initialize the bot inputs
+ botinputs = (bot_input_t *) GetClearedHunkMemory(
+ botlibglobals.maxclients * sizeof(bot_input_t));
+ return BLERR_NOERROR;
+} //end of the function EA_Setup
+//===========================================================================
+//
+// Parameter: -
+// Returns: -
+// Changes Globals: -
+//===========================================================================
+void EA_Shutdown(void)
+{
+ FreeMemory(botinputs);
+ botinputs = NULL;
+} //end of the function EA_Shutdown